Variant Custom-Made Character #7: The Barbarian


Homebrew and House Rules


Okay, so I know I've already posted this character earlier, but I thought that I would bring him up to speed now that I know a lot more about creating characters in the system. So, without further ado, I give you Kargoth!:

Kargoth (human, male, barbarian)
Skill:
STR d10 []+1 []+2 []+3 Melee +3
DEX d6 []+1 []+2 []+3
CON d10 []+1 []+2
INT d4 []+1 []+2 Knowledge +2
WIS d6 []+1 []+2 Perception +1
CHA d6 []+1 []+2 []+3 Diplomacy +2

Card: (Favored Card Type: Weapon)
Weapon 5 []6 []7 []8
Spell -
Armor -
Item - []1 []2
Ally 5 []6 []7 []8
Blessing 5 []6 []7

Powers: (Hand Size: 4 []5)
[x]Weapons
* You may move at the end of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 ([]2)

Roles:
Horizon Walker
Hand Size 4 []5 []6
* You may move at the end ([] or beginning) of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 ([]2)
[] Once per turn, you may ignore the movement restrictions on leaving or entering a location. You may not use this ability to ignore scenario rules.
[] If a location would deal you damage, you take 1 []2 []3 less damage.
[] You may make a Knowledge check with a difficulty equal to 1/2 of the difficulty to defeat a monster. If successful, you may add 1d6 to your checks to defeat that monster.
[]When you use a blessing to add to a strength check, add 1d12s instead of the normal dice.

Viking:
Hand Size 4 []5 []6 []7
* You may move at the end of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 []2 []3
[] You may make a diplomacy check instead of any other check to defeat a monster ([]and add +2 to the check).
[] You may use melee when making attack with 1 handed ranged weapons
[] You may recharge your weapons when you reset your hand.
[] When you use a blessing to add to a strength check, add 1d12s instead of the normal dice.


Is there a system for creating characters or is it just intuitive?


Kind of something of both.
It is mostly intuitive with a few ropes you should respect.

This two thread could help you:
Number 1
Number 2

I hope this helps, and have fun building.


I like a lot of the concepts, but I feel in practice, some of our ideas just won't work:

1. The knowledge check for the Horizon Walker is only going to be d4 + 4 at best, which means it can never help vs anything 17 or higher, and will probably never be useful over about 14 (unless you get help on the check, of course, but then you could just use that help on the combat check). I'd want to consider either upping his int/knowledge, or finding some way to sweeten the bonus.

2. Similarly, the Diplomacy attack power seems very weak. I understand the primary use is for non-combat monster checks, but that is a very small niche, and you have to invest a lot to make it useful. You have to spend 2 power feats and 3 skill feats just to get it to d6+7, which gives you a decent chance against sirens or satyrs, but you're still almost never going to use it over combat if combat checks are an option (e.g. the Arcane checks for some bosses, which by the time you have a role are in the 15-17 range. Even if you don't have a weapon, d10+6 is probably easier to get over the 21+ range of the combat check than you diplomacy vs arcane)

Everything else looks very good, and I love the concepts, I just fear that they are going to be un-taken, or worse, taken and always disappointing.


Thank you.
This does help.
I had noticed they released a pdf for custom characters, monsters and other cards, but I didn't see any rules for creating anyt of them.


@MDDapp: the rules for creating custom characters are on page 19 of the rulebook.

@isaic16: 1) I get what you're saying. I was just trying to find a way mimic the some of the abilities of the horizon walker prestige class from the tabletop RPG. If you have a suggestion for something similar to replace this, let me know and i'll try to incorporate it.

2) I found the first part of this ability to be useful when dealing with things like satyrs. I'll grant that it's a small number of creatures that don't have combat checks to resolve, but I wanted to give him an option to deal with those types of encounters as well, and it was my attempt to simulate using intimidate (from the RPG) in the card game. It works well enough, but I'm open to suggestions on how to make it better.


Vrog Skyreaver wrote:

@MDDapp: the rules for creating custom characters are on page 19 of the rulebook.

@isaic16: 1) I get what you're saying. I was just trying to find a way mimic the some of the abilities of the horizon walker prestige class from the tabletop RPG. If you have a suggestion for something similar to replace this, let me know and i'll try to incorporate it.

2) I found the first part of this ability to be useful when dealing with things like satyrs. I'll grant that it's a small number of creatures that don't have combat checks to resolve, but I wanted to give him an option to deal with those types of encounters as well, and it was my attempt to simulate using intimidate (from the RPG) in the card game. It works well enough, but I'm open to suggestions on how to make it better.

1) Would it be reasonable in-character to increase the int to a d6, possibly at the expense of con or wis? That would, at least, make the routine baddies likely, and the high end guys possible. Also, bumping knowledge to +3 might help (both Lem and Lini have +3 knowledge, so it's not unreasonable, imo). That brings you to d6+5, potentially, which means you're usually getting a bonus against anything below Succubus levels, and have a shot at anything up to Golem tier, which seems much better. Plus, a d6 makes using the first power of the tome of knowledge much more useful, so it may actually be used in someone's deck!

2) It could be that it works just fine, and I'm being overly pessimistic. I don't have the numbers in front of me, but my fear is that you'd get the power expecting to help with those kind of encounters, only to realize that you still only have a 50/50 shot even after a significant investment. I think if I were you I'd leave it as-is, and just see how it works. If it really shines in its nice and gets you out of otherwise unwinnable fights, the its doing its job. If you run into those fights and consistently feel like it's not making a big difference, then I'd consider one or more of the following to try:
a) straight buff the power. Give diplomacy+2 as a baseline, possibly upgrading from there. Or even drop diplomacy as a skill and have it be Cha+3 or 4.
b) Upgrade the diplomacy or Charisma skills. See my recommendations on knowledge in part 1.
c) Make it even more specialized. Set it to only work on non-combat checks vs monsters, but in exchange make it a much higher success chance (ie add diplomacy to the check instead of replacing, thus giving at least another d4, likely a d6)

Hope that helps!


I think what I'm gonna do as far as his horizon walker role is just let him add his knowledge die to checks to defeat non-henchmen or villain monsters.

I think i'll keep the use diplomacy for combat checks the same, but change it to non-combat checks to defeat monsters, and add +2 base, then change the upgrade to +4.


Kargoth (human, male, barbarian)
Skill:
STR d10 []+1 []+2 []+3 Melee +3
DEX d6 []+1 []+2 []+3
CON d10 []+1 []+2
INT d4 []+1 []+2 Knowledge +2
WIS d6 []+1 []+2 Perception +1
CHA d6 []+1 []+2 []+3 Diplomacy +2

Card: (Favored Card Type: Weapon)
Weapon 5 []6 []7 []8
Spell -
Armor -
Item - []1 []2
Ally 5 []6 []7 []8
Blessing 5 []6 []7

Powers: (Hand Size: 4 []5)
[x]Weapons
* You may move at the end of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 ([]2).

Roles:
Horizon Walker
Hand Size 4 []5 []6
* You may move at the end ([] or beginning) of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 ([]2)
[] Once per turn, you may ignore the movement restrictions on leaving or entering a location. You may not use this ability to ignore scenario rules.
[] If a location would deal you damage, you take 1 []2 []3 less damage.
[] You may add your knowledge die to checks to defeat a non henchmen or villain monster.
[]When you use a blessing to add to a strength or melee check, add 1d12s instead of the normal dice.

Viking:
Hand Size 4 []5 []6 []7
* You may move at the end of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 []2 []3
[] You may make a diplomacy check instead of any other check to defeat a monster except for combat and add +2([]+4) to the check.
[] You may use melee when making attack with 1 handed ranged weapons
[] You may recharge your weapons when you reset your hand.
[] When you use a blessing to add to a strength check or melee, add 1d12s instead of the normal dice.

Changes in bold.


Vrog Skyreaver wrote:

Kargoth (human, male, barbarian)

Skill:
STR d10 []+1 []+2 []+3 Melee +3
DEX d6 []+1 []+2 []+3
CON d10 []+1 []+2
INT d4 []+1 []+2 Knowledge +2
WIS d6 []+1 []+2 Perception +1
CHA d6 []+1 []+2 []+3 Diplomacy +2

Card: (Favored Card Type: Weapon)
Weapon 5 []6 []7 []8
Spell -
Armor -
Item - []1 []2
Ally 5 []6 []7 []8
Blessing 5 []6 []7

Powers: (Hand Size: 4 []5)
[x]Weapons
* You may move at the end of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 ([]2).

Roles:
Horizon Walker
Hand Size 4 []5 []6
* You may move at the end ([] or beginning) of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 ([]2)
[] Once per turn, you may ignore the movement restrictions on leaving or entering a location. You may not use this ability to ignore scenario rules.
[] If a location would deal you damage, you take 1 []2 []3 less damage.
[] You may add your knowledge die to checks to defeat a non henchmen or villain monster.
[]When you use a blessing to add to a strength or melee check, add 1d12s instead of the normal dice.

Viking:
Hand Size 4 []5 []6 []7
* You may move at the end of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 []2 []3
[] You may make a diplomacy check instead of any other check to defeat a monster except for combat and add +2([]+4) to the check.
[] You may use melee when making attack with 1 handed ranged weapons
[] You may recharge your weapons when you reset your hand.
[] When you use a blessing to add to a strength check or melee, add 1d12s instead of the normal dice.

Changes in bold.

I like the changes. I think the wording on the Charisma check is a bit weird. I've tried to write a cleaner version below, though I'm doing it off the cuff, so I may be missing something:

[]You may attempt a diplomacy check with a +2 []+4 bonus on any non-combat check to defeat a monster.


lol that's probably a faster way to say it. Updating.


Kargoth (human, male, barbarian)
Skill:
STR d10 []+1 []+2 []+3 Melee +3
DEX d6 []+1 []+2 []+3
CON d10 []+1 []+2
INT d4 []+1 []+2 Knowledge +2
WIS d6 []+1 []+2 Perception +1
CHA d6 []+1 []+2 []+3 Diplomacy +2

Card: (Favored Card Type: Weapon)
Weapon 5 []6 []7 []8
Spell -
Armor -
Item - []1 []2
Ally 5 []6 []7 []8
Blessing 5 []6 []7

Powers: (Hand Size: 4 []5)
[x]Weapons
* You may move at the end of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 ([]2).

Roles:
Horizon Walker
Hand Size 4 []5 []6
* You may move at the end ([] or beginning) of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 ([]2).
[] Once per turn, you may automatically succeed on any check to enter or leave a location, or you may ignore negative effects from entering or leaving a location. You may not use this ability to ignore scenario rules.
[] If a location would deal you damage, you take 1 []2 []3 less damage.
[] You may add your knowledge die to checks to defeat a non henchmen or villain monster.
[]When you use a blessing to add to a strength or melee check, add 1d12s instead of the normal dice.

Viking:
Hand Size 4 []5 []6 []7
* You may move at the end of your turn ([]and/or move another character to the same location)
* When you receive combat ([]any) damage, reduce it by 1 []2 []3
You may attempt a diplomacy check with a +2 []+4 bonus on any non-combat check to defeat a monster.
[] You may use melee when making attacks with 1 handed ranged weapons
[] You may recharge your weapons when you reset your hand.
[] When you use a blessing to add to a strength check or melee, add 1d12s instead of the normal dice.

Changes in bold.

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / Homebrew and House Rules / Variant Custom-Made Character #7: The Barbarian All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules